obj_find_own_list (object)
obj_find_own_list ‹objref› ‹class-name› (‹max-dist›)
find next object of given class,
returns list of object with same owner
returns 0 if nothing found
Top
obj_find_var (object)
obj_find_var ‹objref› ‹class-name› ‹refvarname›
find next object of given class,
returns true if object was found, false if not
refvarname holds object reference
Top
obj_init (class)
obj_init ‹code›
set init code for class
Top
obj_list (object)
obj_list ‹objref›
get list of objects in current node
Top
obj_next_visible (object)
obj_next_visible ‹objref› ‹class-name› ‹maxdistance›
get the nearest visible object
Top
obj_query (object)
obj_query ‹objref› ‹params›
get list of objects
params are : -class : single class to find
-type : gnome, monster, production, energy, protection, store, transport, elevator, baby, info, tool, marerial
-range : maximum distance from objref
-boundingbox : object must be in bbox, bbox is relative to position of objref
bbox can be a list of 2 vectors (negative and positive)
or {-x -y -z +x +y +z}
-owner : 0..7, own(same as objref) , world, player, allplayers, enemy, any, other
-visibility : 0..7, own(same as objref) , playervislible, playerinvislible, enemyvisible, enemyinvisible, any
-flagpos : boxed, visible, locked, storable, male, female, contained, hoveable, selectable, build, instore (must be set)
-flagneg : boxed, visible, locked, storable, male, female, contained, hoveable, selectable, build, instore (mustn't be set)
-limit : maximal nr of results
-pos : ObjQuery takes instead of s pos (warning: this parameter must be speciefied before -range and -boundingbox)
-sorting : asc = best match first(default),desc = best match last,none = don't sort
-alloc : none ,any (default) , 0..7 Filter objects allocated for production
-cloaked <0 / 1> : return cloaked (invisible) objects, default is 0
Top
obj_to_particle (object)
obj_to_particle ‹object› ‹type›
creates particle at object's vertices
Top
obj_valid (object)
obj_valid ‹objref›
check if object ref is valid
Top
option (misc)
option get ‹option-name›
get option value
option getname ‹option-name›
get option value as name
option set ‹option-name› ‹value›
set option valuew
option setname ‹option-name› ‹valuename›
set option value as name
option getdesc ‹option-name›
get option description
option getinfo ‹option-name›
get list of possible values
option list
get list of options
Top
output_3ddbstats (3db)
output_3ddbstats
output current 3DB statistics
Top
park_obj_actions (misc)
park_obj_actions ‹Classlist›
parks action of all objets of speciefies classes
Top
particle_processing (misc)
particle_processing ‹bool›
enable/disable ParticleProcessing
Top
partner_info (object)
partner_info setpartner ‹objref› ‹partner›
sets partner showed in tooltip
partner_info getpartner ‹objref›
gets partner showed in tooltip
partner_info setpregnancy ‹objref› ‹pregnancy›
sets pregnancy showed in tooltip
partner_info getpregnancy ‹objref›
gets pregnancy showed in tooltip
partner_info addchild ‹objref› ‹baby›
sets baby showed in tooltip
partner_info setfather ‹objref› ‹father›
sets father showed in tooltip
partner_info getfather ‹objref›
gets father showed in tooltip
partner_info setmother ‹objref› ‹mother›
sets father showed in tooltip
partner_info getmother ‹objref›
gets father showed in tooltip
partner_info transfer ‹baby› ‹gnome›
transfers partner infos from baby to gnome
partner_info getchildren ‹objref›
get list of children
Top
path (object)
path ‹objref› ‹from› ‹to› [‹maxflood›]
set object path, returns success
Top
peek (misc)
peek ‹address›
peek
Top
perfoptions (misc)
perfoptions ‹setting›
get current setting
perfoptions ‹setting› ‹value›
change setting
Top
perfwin (misc)
perfwin 0/1
hide/show performance-window
Top
placelock_log (map)
placelock_log [‹id›]
dump placelocks to logger
Top
playerinfo (misc)
playerinfo ‹ownerid›
Top
poke (misc)
poke ‹address› ‹value›
poke
Top
print (misc)
print args...
print to console
Top
prod_assignworker (obj)
prod_assignworker ‹objref› ‹prodplace›
announce worker assignment
Top
prod_get_task_active_places (prod)
prod_get_task_active_places ‹owner› ‹class›
get list of prodplaces with active slots for this class
Top
prod_get_task_all_places (prod)
prod_get_task_all_places ‹owner› ‹class›
get list of prodplaces that can build this class
Top
prod_get_task_total_cnt (prod)
prod_get_task_total_cnt ‹owner› ‹class›
get total number of production tasks for this class
Top
prod_gnome_get_last_workplace (obj)
prod_gnome_get_last_workplace ‹objref›
get last work place
Top
prod_gnome_get_preferred_workplace (obj)
prod_gnome_get_preferred_workplace ‹objref›
get preferred work place
Top
prod_gnome_last_workplace (obj)
prod_gnome_last_workplace ‹objref› [‹work-place›]
announce current work place
Top
prod_gnome_preferred_workplace (obj)
prod_gnome_preferred_workplace ‹objref› [‹work-place›]
announce preferred work place
Top
prod_gnome_state (obj)
prod_gnome_state ‹objref› unknown
set current gnome state
prod_gnome_state ‹objref› idle
set current gnome state
prod_gnome_state ‹objref› sparetime
set current gnome state
prod_gnome_state ‹objref› walk [‹from›] ‹to›
set current gnome state
prod_gnome_state ‹objref› guard ‹pos›
set current gnome state
prod_gnome_state ‹objref› fight ‹enemyref›
set current gnome state
prod_gnome_state ‹objref› build ‹prodref› ‹class›
set current gnome state
prod_gnome_state ‹objref› invent ‹prodref› ‹class›
set current gnome state
prod_gnome_state ‹objref› pickup ‹prodref›
set current gnome state
prod_gnome_state ‹objref› putdown ‹prodref›
set current gnome state
prod_gnome_state ‹objref› pack ‹prodref›
set current gnome state
prod_gnome_state ‹objref› unpack ‹prodref› ‹destpos›
set current gnome state
prod_gnome_state ‹objref› transport ‹itemref› ‹destpos›
set current gnome state
prod_gnome_state ‹objref› harvest ‹itemref›
set current gnome state
prod_gnome_state ‹objref› dig ‹destpos›
set current gnome state
prod_gnome_state ‹objref› explore ‹destpos›
set current gnome state
Top
prod_gnomeidle (obj)
prod_gnomeidle ‹objref› [true|false]
announce worker is idle
Top
prod_guest (obj)
prod_guest addlink ‹objref› ‹linkid›
add link to guest places, returns new index
prod_guest setlink ‹objref› ‹index› ‹linkid›
set link for guest places, returns index
prod_guest getlink ‹objref› ‹index›
get link id for guest place
prod_guest guestset ‹objref› ‹index› ‹guestref›
set guest occupying place
prod_guest guestget ‹objref› ‹index›
get guest occupying place
prod_guest guestfree ‹objref›
find free guest index
prod_guest guestremove ‹objref› ‹guestref›
remove guest from place and returns index
prod_guest addorder ‹objref› ‹index›
increment order count for index
prod_guest getorder ‹objref› ‹index›
get order count for index
prod_guest remorder ‹objref› ‹index›
decrement order count for index
prod_guest resetorder ‹objref› ‹index›
reset order count for index
prod_guest nextorder ‹objref›
get order index with highest ordercount
Top
prod_valid (misc)
prod_valid ‹obj› ‹prod›
checks if is a non boxed, non contained , build and valid object with the same owner like
Top
proddump (object)
proddump ‹player›
dump prodplanner state
Top
prodslot_override (misc)
prodslot_override reset
reset all prodslot overrides
prodslot_override normal ‹index›
remove prodslot override
prodslot_override disable ‹index›
remove prodslot override
prodslot_override hide ‹index›
remove prodslot override
prodslot_override query ‹index›
get prodslot override state
Top
qnew (object)
qnew ‹class-name› [‹creation-param›]
create new object, returns reference
Top
quit (misc)
quit
quit game
Top
random (misc)
random
get random number 0..1
random ‹upper bound›
get random number 0..upper bound
random ‹lower bound› ‹upper bound›
get random number lower bound..upper bound
Top
reconnect (misc)
reconnect (‹log›) (‹stat›) (‹news›)
Logger NewsAgent and StatusMonitor
Top
ref2path (object)
ref2path ‹objref›
get path from reference
Top
ref_checkvar (object)
ref_checkvar ‹objref› ‹varname›
check for variable in any object
Top
ref_get (object)
ref_get ‹objref› ‹varname›
get variable in any object
Top
ref_set (object)
ref_set ‹objref› ‹varname› ‹value›
set variable in any object
Top
release_energy (misc)
release_energy ‹obj›
releases energy on an energysource
Top
rem_fsource (misc)
rem_fsource ‹object›
remove fsource of this object
Top
rem_fstopper (misc)
rem_fstopper ‹object›
remove influence to water of an object
Top
remove_black_fog (map)
remove_black_fog ‹player› ‹left› ‹top› ‹right› ‹bottom›
reset maparea
Top
remove_parked_obj (misc)
remove_parked_obj ‹obj›
removes object action from "parking lot"
Top
render_enable (misc)
render_enable ‹newstate›
loading done
Top
render_gray (misc)
render_gray [‹newstate›]
get/set gray rendering
Top
reset_anim (graphics)
reset_anim ‹objref›
reset anim on current object
Top
reset_map (map)
reset_map ‹left› ‹top› ‹right› ‹bottom›
reset maparea
Top
reset_owner_attribs (misc)
reset_owner_attribs
Top
restore_obj_actions (misc)
restore_obj_actions
restores previously parked actions
Top
rjreusecheck (misc)
rjreusecheck ‹bool›
enable/disable rj-reusecheck
Top
save_map (misc)
save_map {‹rect›} ‹name›
saves map to disk
Top
save_scene (misc)
save_scene ‹name›
saves map to disk
Top
screen2world (misc)
screen2world
transform vertex from world to screen (z-value is z in scape)
Top
screen3world (misc)
screen3world
transform vertex from world to screen
Top
screen_mode (misc)
screen_mode ‹x› ‹y› ‹fullscreen›
Top
scroller (misc)
scroller running
check if scroller is running
scroller stop
stop scroller
scroller start ‹filename›
start scroller
Top
scrollrange (misc)
scrollrange [‹newrange›]
set/get scrollrange range is 4-ele-list {left top right bottom}
Top
sel (object)
sel ‹objref›
select object
Top
selection (misc)
selection check ‹objref›
selection include ‹objref›
selection exclude ‹objref›
selection caninclude ‹objref›
selection clear
Top
seq_audiostream (misc)
seq_audiostream open ‹filename›
seq_audiostream play (‹start› ‹stop›)
seq_audiostream stop
seq_audiostream close
Top
set_activegameplay (object)
set_activegameplay ‹objref› ‹newstate›
enable/disable object gameplay (event & state handling)
Top
set_alternateanimdb (object)
set_alternateanimdb ‹objref› ‹bool›
set object alternate anim
Top
set_anim (graphics)
set_anim ‹objref› ‹anim-name› ‹start frame› ‹play mode› ‹continue›
set anim on current object
Top
set_attackinprogress (object)
set_attackinprogress ‹objref› ‹bPrg›
set attackinprogress
Top
set_attrib (attrib)
set_attrib ‹objref› ‹attribname› ‹value›
set new attribute value, returns new value
Top
set_autolight (object)
set_autolight ‹objref› ‹newstate›
set object autolight
Top
set_boxed (object)
set_boxed ‹objref› ‹newstate›
set object boxed / unpacked
Top
set_brightness (misc)
set_brightness ‹brighness›
set brightness (0..2)
Top
set_buildupstate (object)
set_buildupstate ‹objref› ‹newstate›
set object boxed / unpacked
Top
set_camerafollow (object)
set_camerafollow ‹objref› (‹zoom›)(
camera follows object, -1 disables follow-mode, zoom 1.0 - 2.5
Top
set_class_anim (class)
set_class_anim ‹animname› ‹animname› (‹info›)
set animations for class
Top
set_class_animset (class)
set_class_animset id {...}
set animset for class
Top
set_climbability (object)
set_climbability ‹objref› ‹newstate›
sets the ability to climb (for pathfinding)
Top
set_cloaked (object)
set_cloaked ‹objref› ‹newstate›
set if object (gnome) is cloaked
Top
set_collision (object)
set_collision ‹objref› ‹newstate›
enable/disable object collision
Top
set_contrast (misc)
set_contrast ‹contrast›
set contrast (0..2)
Top
set_diplomacy (misc)
set_diplomacy ‹owner› ‹owner› ‹ally/friend/neutral/enemy›
sets owner diplomacy state
Top
set_doorproperties (obj)
set_doorproperties ‹objref› ‹mode› [‹classlist›]
set properties for door
mode: open,
closed,
openforplayer,
openforfriends,
openforclasses,
openforall,
Top
set_elevatorproperties (obj)
set_elevatorproperties ‹objref› ‹maxrange› ‹accelerationtype› ‹acceleration/speed› ‹brakeacceleration› ‹maxusers›
set elevator properties
Top
set_energyclass (obj)
set_energyclass ‹objref› ‹energyclass›
set energy value the of object
Top
set_energyconsumption (obj)
set_energyconsumption ‹objref› ‹value›
set need of energy during production
Top
set_energymaxstore (obj)
set_energymaxstore ‹objref› ‹value›
set the energy store of an energysource
Top
set_energyrange (obj)
set_energyrange ‹objref› ‹range›
set energy range the of object
Top
set_energystore (obj)
set_energystore ‹objref› ‹value›
set the energy store of an energysource
Top
set_event (event)
set_event ‹srcobjref› ‹eventtype› params...
set new event, params: -target(obj), -subject1(obj), -subject2(obj)
-subject3(obj), -text1(string), -text2(string), -num1(num), -num2(num), -num3(num)
-pos1(packed vector), -pos2(packed vector), -pos3(packed vector), -delay(seconds)
Top
set_eventenabled (event)
set_eventenabled ‹event name› ‹player-id› ‹newstate›
enable or disable event
Top
set_fogofwar (object)
set_fogofwar ‹object› ‹sizex› ‹sizey›
sets size of Fog of War
Top
set_forceipol (object)
set_forceipol ‹objref› ‹newstate›
enable/disable object forceipol
Top
set_fov (misc)
set_fov ‹fov›
set fov. default=0.8
Top
set_fow_begin (misc)
set_fow_begin ‹num› ‹player›
sets the Y-beginning of fog of war
Top
set_fsource (misc)
set_fsource ‹object› ‹params›
set fsource properties
-pos -relative position of watersource to object
-type -set type of source
-volume -set volume of the source
-height -set height of water over the source
-vpf -set volume output per frame
Top
set_fstopper (misc)
set_fstopper ‹object› {x0 y0} {x1 y1} ‹factor›
set influence to water of an object
Top
set_ground_begin (misc)
set_ground_begin ‹num›
sets the Y-beginning of the ground
Top
set_hoverable (object)
set_hoverable ‹objref› ‹newstate›
set object hoverability
Top
set_icon (object)
set_icon ‹objref› ‹iconname›
set object icon
Top
set_ingame_loading (misc)
set_ingame_loading ‹true/false›
activate/deactivate ingame levelloading
Top
set_instore (object)
set_instore ‹objref› ‹newstate›
set if object is in a stores inventory
Top
set_inventoryslotuse (obj)
set_inventoryslotuse ‹objref› ‹value›
set of inventory slots
Top
set_invulnerable (object)
set_invulnerable ‹objref› ‹newstate›
set if object (creature) is invulnerable
Top
set_ladderrange (obj)
set_ladderrange ‹objref› ‹maxrange›
set range of a ladder
Top
set_level (misc)
set_level ‹x› ‹y› ‹iType›
autogenerate level
Top
set_light (object)
set_light ‹object› ‹on/off›
switches the light of the object on/off
Top
set_light_begin (misc)
set_light_begin ‹num›
sets the Y-beginning of light and ground
Top
set_lock (object)
set_lock ‹objref› ‹newstate›
set object lock
Top
set_logactions (object)
set_logactions ‹objref› ‹newstate›
set object action logging
Top
set_maxprodera (misc)
set_maxprodera ‹player› ‹era›
set maximum displayed production era
Top
set_obj_logicfogskip (object)
set_obj_logicfogskip ‹objref› ‹skipcount›
set object logic fog skip count
Top
set_obj_logicskip (object)
set_obj_logicskip ‹objref› ‹skipcount›
set object logic skip count
Top
set_objectcollision (object)
set_objectcollision ‹objref› ‹newstate›
enable/disable object objectcollision
Top
set_objgender (object)
set_objgender ‹objref› ‹male|female|neutral›
set object gender
Top
set_objicon (object)
set_objicon ‹objref› ‹idx› ‹type› ‹value› ‹duration›
set object info icon
Top
set_objiconoffset (object)
set_objiconoffset ‹objref› ‹yoffset›
set object info icon offset
Top
set_objinfo (object)
set_objinfo ‹objref› ‹text›
set object info text
Top
set_objname (object)
set_objname ‹objref› ‹name›
set object name
set_objname ‹objref› auto male|female
set object name
Top
set_objvariation (misc)
set_objvariation ‹object› ‹variation›
set variation for object
set variation for object
Top
set_objworkicons (object)
set_objworkicons ‹objref› [‹iconname›...]
set object info icon
Top
set_owner (object)
set_owner ‹object› ‹num› [‹collisionhandler›] [‹successhandler›]
sets the owner of an object
Top
set_owner_attrib (attrib)
set_owner_attrib ‹owner-id› ‹attrib› ‹value›
set attribute for specified owner, returns new value
Top
set_ownerrace (object)
set_ownerrace ‹owner› ‹race›
sets race of an owner
Top
set_particlesource ()
set_particlesource ‹objref› ‹srcidx› ‹activity›
sets activity mode of particlesources
Top
set_pf_influence (object)
set_pf_influence ‹objref› ‹left› ‹top› ‹right› ‹bottom› ‹costs› ‹flags›
sets the pathfinding influence rectangle for the object (block-coordinates,int)
Top
set_physic (object)
set_physic ‹objref› ‹newstate›
set object physic
Top
set_placesnapmode (object)
set_placesnapmode ‹objref› ‹newstate›
set object snap to wall while placing
Top
set_pos (object)
set_pos ‹objref› ‹x› ‹y› ‹z›
set current object's position
set_pos ‹objref› ‹vector›
set current object's position
Top
set_posbottom (object)
set_posbottom ‹objref› ‹x› ‹y› ‹z›
set current object's bottom's position
set_posbottom ‹objref› ‹vector›
set current object's bottom's position
Top
set_posx (object)
set_posx ‹objref› ‹x›
set current object's x position
Top
set_posy (object)
set_posy ‹objref› ‹y›
set current object's y position
Top
set_posz (object)
set_posz ‹objref› ‹z›
set current object's z position
Top
set_processactions (object)
set_processactions ‹objref› ‹newstate›
enable/disable object collision
Top
set_prod_buildup (obj)
set_prod_buildup ‹object› ‹newstate›
set object unpack task state
Top
set_prod_directevents (obj)
set_prod_directevents ‹objref› ‹true/false›
set switched production mode
Top
set_prod_enabled (obj)
set_prod_enabled ‹objref› ‹newstate›
enable or disable production
Top
set_prod_exclusivemode (obj)
set_prod_exclusivemode ‹objref› ‹true/false›
set exclusive production mode
Top
set_prod_materialneed (obj)
set_prod_materialneed ‹objref› ‹true/false›
set the need of materials
Top
set_prod_ownerstrength (obj)
set_prod_ownerstrength ‹object› ‹newstrength›
set object owner strength
Top
set_prod_pack (obj)
set_prod_pack ‹object› ‹newstate›
set object pack task state
Top
set_prod_schedule (obj)
set_prod_schedule ‹objref› ‹true/false›
set switched production mode
Top
set_prod_slot_cnt (obj)
set_prod_slot_cnt ‹object› ‹itemclass› ‹newcount›
set task count for production slot
Top
set_prod_switchmode (obj)
set_prod_switchmode ‹objref› ‹true/false›
set switched production mode
Top
set_prod_toolneed (obj)
set_prod_toolneed ‹objref› ‹true/false›
set the need of tools
Top
set_prod_unpack (obj)
set_prod_unpack ‹object› ‹newstate›
set object unpack task state
Top
set_prodalloclock (object)
set_prodalloclock ‹objref› ‹newstate›
set production alloc state
Top
set_prodautoschedule (object)
set_prodautoschedule ‹objref› ‹newstate›
set production auto schedule
Top
set_renderlast (object)
set_renderlast ‹objref› ‹newstate›
set object selectability
Top
set_rendermaterial (obj)
set_rendermaterial ‹objref› ‹materialname›
set object rendering material
Top
set_rot (object)
set_rot ‹objref› ‹x› ‹y› ‹z›
set current object's rotation
set_rot ‹objref› ‹vector›
set current object's rotation
Top
set_rotx (object)
set_rotx ‹objref› ‹x›
set current object's x rotation
Top
set_roty (object)
set_roty ‹objref› ‹y›
set current object's y rotation
Top
set_rotz (object)
set_rotz ‹objref› ‹z›
set current object's z rotation
Top
set_run_info (misc)
set_run_info info-text
set current load info
Top
set_selectable (object)
set_selectable ‹objref› ‹newstate›
set object selectability
Top
set_selectedobject (misc)
set_selectedobject [‹objref›]
change selection
Top
set_sequence (misc)
set_sequence ‹enabled›
enables or disables sequence playing
Top
set_sequenceactive (object)
set_sequenceactive ‹objref› ‹newstate›
set object selectability
Top
set_shield_class (object)
set_shield_class ‹object› ‹num›
sets the Shield ID
Top
set_snaptowall (object)
set_snaptowall ‹objref› ‹newstate›
set object snap to wall
Top
set_speechout (misc)
set_speechout ‹duration› ‹coltextlist› (‹ForceShow›)
speech while sequence playing
Top
set_split_load (misc)
set_split_load ‹true/false›
de/activates split_load mode
Top
set_storable (object)
set_storable ‹objref› ‹newstate›
set object lock
Top
set_textureanimation (object)
set_textureanimation ‹objref› ‹submesh› ‹framelist› [‹frame=0› ‹animtype=2›]
set texture animation
Top
set_texturevariation (obj)
set_texturevariation ‹objref› ‹num0› .. ‹num15›
sets the texturevariation of the object
Top
set_undeletable (object)
set_undeletable ‹objref› ‹newstate›
set if object is undeletable
Top
set_user_groups (object)
set_user_groups ‹objref› ‹list›
set list of user group assignments
Top
set_vel (object)
set_vel ‹objref› ‹x› ‹y› ‹z›
set current object's velocity
set_vel ‹objref› ‹vector›
set current object's velocity
Top
set_view (misc)
set_view ‹x› ‹y› ‹zoom› [‹dx› ‹dy› [‹move›] [‹freeze›] [‹speed›] [‹set›]]
set view pos, zoom and optionally rotation
Top
set_view_begin (misc)
set_view_begin ‹num›
sets the Y-beginning of the view
Top
set_viewinfog (object)
set_viewinfog ‹objref› ‹newstate›
set object visibility in fog of war
Top
set_viewpos (misc)
set_viewpos ‹x› ‹y› ‹z› ‹zoom› ‹dx› ‹dy› [‹move›] [‹freeze›] [‹speed›] [‹cameraset›]
set view pos, zoom and optionally rotation
Top
set_visibility (object)
set_visibility ‹objref› ‹newstate›
set visibility
Top
set_water (misc)
set_water ‹bool›
enable/disable water
Top
set_weapon_class (object)
set_weapon_class ‹object› ‹num›
sets the Weapon ID
Top
set_worktime (object)
set_worktime ‹object› ‹start› ‹duration›
set worktime start and duration
set_worktime ‹object› start ‹start›
set worktime start
set_worktime ‹object› duration ‹duration›
set worktime duration
Top
shader (shaders)
shader define ‹shadername› ‹def-list›
define shader
Top
show_fogofwar (misc)
show_fogofwar ‹newstate›
show or hide fog of war
Top
show_loading (misc)
show_loading ‹newstate› (‹progress›)
show or hide load screen
Top
show_maped (misc)
show_maped
show map editor
Top
sleep (misc)
sleep ‹milliseconds›
pause execution
Top
sm_add_event (misc)
sm_add_event ‹name› [‹triggerclass›] [‹triggermsg›]
Add Story Event
event will be setted as fulfilled if trigger of sends to StoryMgr
default is "activate"
Top
sm_add_temp (misc)
sm_add_temp ‹name› [‹miny›] [‹maxy›] [‹params› ...]
Add Unique Template
miny - minimum depth for unique template
maxy - maximum depth for unique template
params are : -events required events
-mindist minimal distance from template
-digconnect connect unique template with linkidx (default=0)
-connect { { } ... }
-exclusive (default=false)
-zoneborder
-nonrelevant nonrelevant Template(group)
-middist
-stoneidx template index (in templategroup) for stoneborder
Top
sm_add_zone (misc)
sm_add_zone ‹zone›
adds a new zone
Top
sm_create_map (misc)
sm_create_map ‹w› ‹h›
defines the map
Top
sm_def_temp_group (misc)
sm_def_temp_group ‹name› ‹templist›
Defines Unique Template Group (copy'n paste from LevelEditor output)
- {{ } { } ...{mat {type x y w h} ... }}
Top
sm_dig_message (misc)
sm_dig_message ‹true/false›
Activates callback dig messages
Top
sm_draw_stone (misc)
sm_draw_stone [‹params› ...]
Sets map material to Stone
params are : -border Map Border
-rect
-exlimit Limitation of exclisive Unique Templates
-utmat Draws Materials defined in Unique Template Group
-matlist Draws Materials (LevelEditor Output)
Top
sm_force_zone (misc)
sm_force_zone ‹zone›
forces minimal zone for levelgenerating
Top
sm_get_event (misc)
sm_get_event ‹name›
Check if Story Event is fulfilled
Top
sm_get_level_info (misc)
sm_get_level_info ‹x› ‹y›
get info for level generation
Top
sm_get_resolution (misc)
sm_get_resolution
returns map resolution
Top
sm_get_temppos (misc)
sm_get_temppos ‹templatename›
returns unique templates pos
Top
sm_get_zone (misc)
sm_get_zone ‹y›
returns zone at y
Top
sm_log (misc)
sm_log
Log
Top
sm_map_get (misc)
sm_map_get ‹x› ‹y›
get map area status
Top
sm_map_move (misc)
sm_map_move ‹x› ‹y›
moves map
Top
sm_map_set (misc)
sm_map_set ‹x› ‹y› [‹w› ‹h›]
set map area as setted
Top
sm_mark_temparea (map)
sm_mark_temparea ‹x› ‹y› ‹template›
marks area of template
Top
sm_music_theme (misc)
sm_music_theme ‹theme› ‹triggerclass› [‹mode›]
binds music themes to triggers
- sets marker at trigger position when trigger is created
- changes music theme on trigger activation
- (default) maker and instant
Top
sm_register (object)
sm_register ‹object› ‹callback›
Register Story Manager with callback
Top
sm_reset (misc)
sm_reset
Reset Story Manager
Top
sm_scan (misc)
sm_scan
returns position of DigMark
Top
sm_send_message (object)
sm_send_message ‹object› ‹message›
Send Message for Story Event
Top
sm_set_digcount (misc)
sm_set_digcount ‹maxdigcount›
Set digcount
Top
sm_set_event (misc)
sm_set_event ‹name› (‹bool›)
Set Story Event as fulfilled
Top
sm_set_temp (misc)
sm_set_temp ‹level›
set unique templates as setted
Top
sm_set_zone (misc)
sm_set_zone ‹id› ‹y›
Set Story Event as fulfilled
Top
smalltalk (misc)
smalltalk add ‹key› ‹text›
adds smalltalk (theme) text
smalltalk get ‹key›
returns all texts of the key theme
Top
snap (obj)
snap ‹objref2› ‹objref1›
snaps obj1 to obj2, assumes same rotation vector
Top
sound (sound)
sound volume [‹new-volume›]
set/get effect volume
sound bind ‹logic-name› ‹file-name›
map a logic sample-name to a wav-file
sound anim ‹anim-name› ‹frame› ‹sound-name› [‹material› [‹room› [‹volume› [‹pitch› [‹vol-variance› [‹pitch-variance›]]]]]
add anim sound event
- anim id (get from [db_find_anim ])
- frame index
- optional material associated with sound. default=any
- room where sound is played. default=any
- optional base volume (0 .. n) default= 1.0 = original
- optional base pitch (0 .. n) default= 1.0 = original
- optional volume variance (0 .. n) default= 0.0
- optional pitch variance (0 .. n) default= 0.0
Materials are: any, sand, soil, stone, wood, metal, water, lava
Rooms are: any, tunnel, small, medium, big
Variance values are multiplied with a random value (0..1) and ADDED to the base value.
Example: volume=0.5 vol-var=0.2 -> range of possible volumes: 0.5-0.7
Example:
sound anim $DB_GNOME_M [db_findanim $DB_GNOME_M mann gehen_loop] 5 snd_step02
play "snd_step02" on frame 5 of anim "gehen_loop" in object "mann" from database id DB_GNOME_M (maps to "mann.3db")
sound animnoseq ‹anim-name› ‹frame› ‹sound-name› [‹material› [‹room› [‹volume› [‹pitch› [‹vol-variance› [‹pitch-variance›]]]]]
add anim sound event
sound play ‹sound-name› ‹volume› [‹position›]
play sound at current view or given position
sound playglobal ‹sound-name› ‹volume›
play global
sound animsound [‹new-state›]
enable/disable anim sounds
Top
sparetime (misc)
sparetime ‹obj› announce ‹category›
adds sparetimeplace to list
sparetime ‹obj› disannounce
removes sparetimeplace from list
sparetime ‹obj› queryrange ‹category› ‹rng›
queries sparetimeplaces
sparetime ‹obj› queryrect ‹category› ‹xn› ‹yn› ‹xp› ‹yp›
queries sparetimeplaces
Top
speechicon (misc)
speechicon ‹objref› add ‹text› ‹timeout› (‹lipsync=0›) (‹visibility=1›)
add text
speechicon ‹objref› clear
remove all text
speechicon ‹objref› lock ‹x› ‹y›
lock text to screen pos (%)
speechicon ‹objref› unlock
unlock text
Top
start_fade (misc)
start_fade ‹seconds› ‹in/out›
start fade. in/out=true -> fadein false -> fadeout
Top
startcache (misc)
startcache enabled
startcache present
startcache load
startcache write
Top
state (states)
state ‹state-name› ‹code›
define class-specific state
Top
state_disable (states)
state_disable ‹objref›
decrease state enable count
Top
state_enable (states)
state_enable ‹objref›
increase state enable count
Top
state_enter (states)
state_enter ‹state-name› ‹code›
define class-specific state
Top
state_get (states)
state_get ‹objref›
get current state
Top
state_getenablecnt (states)
state_getenablecnt ‹objref›
get current state enable count
Top
state_leave (states)
state_leave ‹state-name› ‹code›
define class-specific state finish code
Top
state_reset (states)
state_reset ‹objref›
reset state enable count
Top
state_trigger (states)
state_trigger ‹objref› (‹new_state›)
trigger new state, if no param, leave state machine
Top
state_triggerfresh (states)
state_triggerfresh ‹objref› (‹new_state›)
trigger new state, reset, enable, if no param, leave state machine
Top
talkissue (misc)
talkissue ‹obj› add ‹key› ‹val›
adds talkissue value
talkissue ‹obj› set ‹key› ‹val›
sets talkissue value
talkissue ‹obj› get ‹key›
gets talkissue value
talkissue ‹obj› delete ‹key›
dels talkissue entry
talkissue ‹obj› reduce ‹key› ‹fac›
reduces all talkissue values by
talkissue ‹obj› sum
adds talkissue value
talkissue ‹obj› list
adds talkissue value
Top
tasklist_add (object)
tasklist_add ‹objref› ‹taskname›
add new entry to task list (at end)
Top
tasklist_addfront (object)
tasklist_addfront ‹objref› ‹taskname›
add new entry to task list (at start)
Top
tasklist_clear (object)
tasklist_clear ‹objref›
clear task list
Top
tasklist_cnt (object)
tasklist_cnt ‹objref›
get number of entries in task list
Top
tasklist_find (object)
tasklist_find ‹objref› ‹entry›
find index of entry or -1
Top
tasklist_get (object)
tasklist_get ‹objref› ‹index›
get entry from task list
Top
tasklist_list (object)
tasklist_list ‹objref›
get task list
Top
tasklist_rem (object)
tasklist_rem ‹objref› ‹index›
remove entry from task list, returns removed text
Top
tclhelp (misc)
tclhelp ‹command›
show help for command
Top
template_set (misc)
template_set ‹name› ‹templatelist›
set templatesets
Top
textstage (shaders)
textstage define ‹stagename› ‹def-list›
define texture stage
Top
textwin (misc)
textwin show
textwin hide
textwin run ‹scriptname›
textwin deflink ‹id› ‹scriptname›
textwin print ‹text›
textwin clear
textwin info [mode]
Top
time_line_log (misc)
time_line_log ‹msg›
add log entry
Top
time_schedule (misc)
time_schedule ‹curtime› ‹starttime› ‹endtime› [‹timespec›...]
time scheduler
Each specifier is a list with the first element being the action name
and the rest
Top
timer_event (event)
timer_event ‹objref› ‹eventtype› params...
set timer event, params: -subject1(obj), -subject2(obj)
-subject3(obj), -text1(string), -text2(string), -num1(num), -num2(num), -num3(num)
-userid(num), -attime(num), -repeat(num), -interval(num)
-pos1(vector), -pos2(vector), -pos3(vector)
Top
timer_unset (event)
timer_unset ‹objref› ‹user-id›
kill timer with given id
Top
toggle_wf (misc)
toggle_wf
toggle wireframe
Top
transfer_attribs (attrib)
transfer_attribs ‹objrefsrc› ‹objrefdest›
transfers all attribs to another object
Top
trigger (trigger)
trigger create ‹objref› ‹type› ‹code›
create new trigger on object
type can be single_timer, repeat_timer, any_object, unique_object or callback
single_timer goes active after a specified time
repeat_timer goes active for one update after a specified time, then goes inactive and repeats
any_object goes active when the given number of matching objects is in range
unique_object goes active when the exact specified object is in range
callback goes active if the callback returns true
trigger delete ‹objref›
remove trigger from object
trigger set_execution ‹objref› ‹executiontype›
set execution type
never - code does not execute
always - code does execute on every update regardless of result
on_activate - code does execute when condition changes from false to true
on_inactivate - code does execute when condition changes from true to false
when_active - code does execute when condition is true
when_inactive - code does execute when condition is true
trigger set_timer ‹objref› ‹seconds›
set timer start time / interval
trigger set_checktimer ‹objref› ‹seconds›
set trigger check interval. default is 5 seconds
trigger set_target_range ‹objref› ‹range›
set object scan range
trigger set_target_ref ‹objref› ‹targetref›
set unique target object ref
trigger set_target_type ‹objref› ‹targettype›
set object scan type (none dummy gnome baby monster material tool production energy box blueprint store elevator)
objects of this type match the trigger condition for any_object
trigger set_target_class ‹objref› ‹targetclass›
set object scan class name
objects of this class match the trigger condition for any_object. Setting
an object class disables type matching
trigger set_target_owner ‹objref› ‹owner›
set object scan class owner
trigger set_target_count ‹objref› ‹objectcount›
set number of matching objects to fire
trigger set_callback ‹objref› ‹tclcode›
set callback. if this returns true, the trigger fires.
trigger set_active ‹objref›
set trigger active. may change on next update
trigger set_inactive ‹objref›
set trigger inactive. may change on next update
trigger get_actuators ‹objref›
returns list of actuators
Top
uncapturemouse (misc)
uncapturemouse
uncapture mouse
Top
update_objdetail (misc)
update_objdetail
updates object detail level
Top
vector_abs (misc)
vector_abs ‹vector›
get length of vector
Top
vector_add (misc)
vector_add ‹vector› ‹vector›
get sum of vertices
Top
vector_angle (misc)
vector_angle ‹vector› ‹vector›
get XZ angle of difference vector
Top
vector_dist (misc)
vector_dist ‹vector› ‹vector›
get distance of vertices (2d)
Top
vector_dist3d (misc)
vector_dist3d ‹vector› ‹vector›
get distance of vertices (3d)
Top
vector_fix (misc)
vector_fix ‹vector›
get next reachable position
Top
vector_fixdig (misc)
vector_fixdig ‹vector› ‹vector›
get next reachable position in destination of the 2nd Parameter
Top
vector_inbox (misc)
vector_inbox ‹vector› ‹boxneg› ‹boxpos›
checks if vector is in box
Top
vector_mul (misc)
vector_mul ‹vector› ‹factor›
multiplicates vector with factor
Top
vector_normalize (misc)
vector_normalize ‹vector›
normalize vector
Top
vector_pack (misc)
vector_pack ‹x› ‹y› ‹z›
pack vector to list
Top
vector_random (misc)
vector_random ‹x› ‹y› ‹z›
create random vector with given bounds
Top
vector_rotx (misc)
vector_rotx ‹vector› ‹xrot›
rotates vector
Top
vector_roty (misc)
vector_roty ‹vector› ‹yrot›
rotates vector
Top
vector_rotz (misc)
vector_rotz ‹vector› ‹zrot›
rotates vector
Top
vector_setx (misc)
vector_setx ‹vector› ‹new_x›
copy vector, use different x value
Top
vector_sety (misc)
vector_sety ‹vector› ‹new_y›
copy vector, use different y value
Top
vector_setz (misc)
vector_setz ‹vector› ‹new_z›
copy vector, use different z value
Top
vector_sub (misc)
vector_sub ‹vector› ‹vector›
get difference of vertices
Top
vector_unpackx (misc)
vector_unpackx ‹vector›
unpack vector x component
Top
vector_unpacky (misc)
vector_unpacky ‹vector›
unpack vector y component
Top
vector_unpackz (misc)
vector_unpackz ‹vector›
unpack vector z component
Top
viewlock (misc)
viewlock [‹newstate›]
viewlock []@lock view, disable camera control
Top
vtune (misc)
vtune (start|stop)
start/stop vtune sampling
Top
waterdbg (misc)
waterdbg ‹bool›
enable/disable water-debug-view